READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Planet Hot Wheels .MXS files

Post questions about game models here, or help out others!
N/A
n00b
Posts: 16
Joined: Wed Sep 17, 2014 4:15 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by N/A » Tue Aug 14, 2018 8:17 pm

Yes, they're not the same,
But when you compare the files, outside of list data list (for FP, B2, and B variants), userproperties, version tag, node id, etc.
They're identical.

And therefore it's reasonable to conclude that *.mxs are derived from *.ase files.
So even though it's not the same, it makes sense to modify an *.ase parser into a *.mxs parser instead of making it from scratch.

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Tue Aug 14, 2018 8:26 pm

Ok, I understand. But there is a way to convert the .mxs to .ase and vice-versa?

N/A
n00b
Posts: 16
Joined: Wed Sep 17, 2014 4:15 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by N/A » Tue Aug 14, 2018 8:33 pm

Not exactly possible, since *.mxs files has minute differences, w.r.t. the format.
1 example is the node id which is a hash of what seems to be like the node name. (Essential for speeding up loading times but doesn't exist in *.ase files)
Another is the list data in *.mxs files are stored in different formats which are designed to remove unnecessary info (Especially bad for vertex data, as it can be stored in 3 different formats)

Unless you figure out a way to fill in the missing data. Then good luck.

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Tue Aug 14, 2018 9:05 pm

But, in my opinion, if you can read the .mxs files with "3DSMAX_ENGINE1EXPORTB2 200", without problems, I think is not so many difference with an .mxs with "3DSMAX_ENGINE1EXPORTFP 200"...

Ah, I can't understand anything anymore... :(

N/A
n00b
Posts: 16
Joined: Wed Sep 17, 2014 4:15 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by N/A » Wed Aug 15, 2018 12:33 am

Fiammanera628 wrote:But, in my opinion, if you can read the .mxs files with "3DSMAX_ENGINE1EXPORTB2 200", without problems, I think is not so many difference with an .mxs with "3DSMAX_ENGINE1EXPORTFP 200"...

Ah, I can't understand anything anymore... :(
It's not so different... if you know what data type it is. (signed shorts that are then scaled to the final size)
But if you don't know what it is, (ie not float32) like I was for years, then it makes a huge difference as there could be infinite possibilities to interpret the same chunk of data.

Also forgot to mention this... casting scene data to an *.obj file is bad cause you're casting out alot of useful (or leftover) scene data.
Like cameras, lights, animation info, etc
But for static models, it's not a problem.

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Wed Aug 15, 2018 11:06 am

It's not so different... if you know what data type it is. (signed shorts that are then scaled to the final size)
But if you don't know what it is, (ie not float32) like I was for years, then it makes a huge difference as there could be infinite possibilities to interpret the same chunk of data.
Ok, there are infinite possibilities of interpreting the data files. But, the method of skip this: "{.." and put 2 on Face Padding, is useful or not?

Anb another question: "FP" on "EXPORT" means...? :?

And I've got a problem that affect the whole affair: I never study computer programming, so I don't understand very much what you say... Can you all explain it simply? Thank you. :oops:

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2696
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 668 times
Been thanked: 1380 times

Re: Planet Hot Wheels .MXS files

Post by shakotay2 » Wed Aug 15, 2018 1:46 pm

I've updated the tool in my post as of August, 13th with uv support:
PlanetHotWheels_uv.jpg
to do: scaling (maybe some day)

(from carena: 4pl_thitech.mxs, ok)
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Wed Aug 15, 2018 2:33 pm

shakotay2 wrote:I've updated the tool in my post as of August, 13th with uv support:
PlanetHotWheels_uv.jpg
to do: scaling (maybe some day)

(from carena: 4pl_thitech.mxs, ok)

It only works with Blender?

Ok, I open it with 3ds Max 2010 but with 2018 version it can't open...

Karpati
mega-veteran
mega-veteran
Posts: 303
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 7 times
Been thanked: 58 times

Re: Planet Hot Wheels .MXS files

Post by Karpati » Wed Aug 15, 2018 6:33 pm

shakotay2 wrote:I've updated the tool in my post as of August, 13th with uv support:
If I run the Make_obj-notP-PHotW.exe it can't open the dll_makeh2o.dll.

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2696
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 668 times
Been thanked: 1380 times

Re: Planet Hot Wheels .MXS files

Post by shakotay2 » Wed Aug 15, 2018 6:44 pm

Karpati wrote:If I run the Make_obj-notP-PHotW.exe it can't open the dll_makeh2o.dll.
My bad. I've updated the zip in the post as of August, 13th, thanks!

EXPORTB2 supported now. Advantage of these models is: you don't have to do any scalings. :D
Fordf150-mxs-B2.jpg
@Fiammanera628: yeah, your solution with the folder is cool! (But I've added the missing dlls to the zip now.)
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Wed Aug 15, 2018 6:52 pm

@Fiammanera628: yeah, your solution with the folder is cool! (But I've added the missing dlls to the zip now.)
Oh, Thank you! Shakotay2, I've got a question for you: is possible to open the "ENGINE1EXPORTFP" with Model Researcher by Lazov? I don't know, with a script, maybe... :oops:

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2696
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 668 times
Been thanked: 1380 times

Re: Planet Hot Wheels .MXS files

Post by shakotay2 » Wed Aug 15, 2018 7:13 pm

My solutions generally are coded in 'C'; I didn't use python scripting with MR. So I don't know whether it's possible.
This is simply a matter of time (and I'm not a friend of python :D ).

I generally don't waste time with other approaches if there's an existing working solution.

edit: well, I finally realized what the problem was with the mirrored writing on the texture.

It's senseless to mirror, rotate, whatever the uvs - you simply have to scale chassis y with -1.
(uvs scaled down by 16.)
63corvette-Text.jpg
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

N/A
n00b
Posts: 16
Joined: Wed Sep 17, 2014 4:15 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by N/A » Wed Aug 15, 2018 8:09 pm

Python has the struct module when it comes to working with binary stuff. (Which I'm heavily relying on for reading HW:Racing Circuit files atm)
But I'm not familiar with MR's api.
Though I'm aware Python does have C-language bindings. (Which is what Noesis uses I think)

Python variable types aren't strictly enforced like it is in C or Java. (which is both a blessing if you're lazy, but a curse in terms of type checking and memory efficiency)

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Wed Aug 15, 2018 8:25 pm

shakotay2 wrote:edit: well, I finally realized what the problem was with the mirrored writing on the texture.

It's senseless to mirror, rotate, whatever the uvs - you simply have to scale chassis y with -1.
(uvs scaled down by 16.)
63corvette-Text.jpg
Oh, really? Until now, I was reflecting the object with Symmetry :D

for the Script:

Oh. And there is a method for convert from a C script to a Py language? (noob question, I repeat, I never study computer programming :D )

Fiammanera628
advanced
Posts: 40
Joined: Sun Jan 07, 2018 6:51 pm
Has thanked: 1 time

Re: Planet Hot Wheels .MXS files

Post by Fiammanera628 » Sat Aug 18, 2018 9:01 pm

Any news about this "3DSMAX_ENGINE1EXPORTFP 200"?

Post Reply